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added camera files
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21
include/omath/engines/unity_engine/camera.hpp
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21
include/omath/engines/unity_engine/camera.hpp
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//
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// Created by Vlad on 3/22/2025.
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//
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#pragma once
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#include "omath/engines/unity_engine/constants.hpp"
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#include "omath/projection/camera.hpp"
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namespace omath::unity_engine
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{
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class Camera final : public projection::Camera<Mat4x4, ViewAngles>
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{
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public:
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Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
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void LookAt(const Vector3<float>& target) override;
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protected:
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[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
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[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
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};
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}
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26
include/omath/engines/unity_engine/constants.hpp
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include/omath/engines/unity_engine/constants.hpp
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//
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// Created by Vlad on 3/22/2025.
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//
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#pragma once
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#include <omath/vector3.hpp>
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#include <omath/mat.hpp>
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#include <omath/angle.hpp>
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#include <omath/view_angles.hpp>
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namespace omath::unity_engine
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{
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constexpr Vector3<float> kAbsUp = {0, 1, 0};
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constexpr Vector3<float> kAbsRight = {1, 0, 0};
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constexpr Vector3<float> kAbsForward = {0, 0, 1};
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using Mat4x4 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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using Mat3x3 = Mat<4, 4, float, MatStoreType::ROW_MAJOR>;
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using Mat1x3 = Mat<1, 3, float, MatStoreType::ROW_MAJOR>;
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using PitchAngle = Angle<float, -89.f, 89.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, -180.f, 180.f, AngleFlags::Normalized>;
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using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
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} // namespace omath::source
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24
include/omath/engines/unity_engine/formulas.hpp
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24
include/omath/engines/unity_engine/formulas.hpp
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//
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// Created by Vlad on 3/22/2025.
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//
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#pragma once
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#include "omath/engines/unity_engine/constants.hpp"
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namespace omath::unity_engine
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{
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[[nodiscard]]
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Vector3<float> ForwardVector(const ViewAngles& angles);
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[[nodiscard]]
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Vector3<float> RightVector(const ViewAngles& angles);
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[[nodiscard]]
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Vector3<float> UpVector(const ViewAngles& angles);
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[[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
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[[nodiscard]]
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Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
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} // namespace omath::source
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@@ -1,3 +1,4 @@
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add_subdirectory(source_engine)
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add_subdirectory(opengl_engine)
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add_subdirectory(iw_engine)
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add_subdirectory(unity_engine)
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1
source/engines/unity_engine/CMakeLists.txt
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1
source/engines/unity_engine/CMakeLists.txt
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target_sources(omath PRIVATE formulas.cpp camera.cpp)
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27
source/engines/unity_engine/camera.cpp
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27
source/engines/unity_engine/camera.cpp
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//
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// Created by Vlad on 3/22/2025.
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//
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#include <omath/engines/unity_engine/camera.hpp>
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namespace omath::unity_engine
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{
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Camera::Camera(const Vector3<float>& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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const projection::FieldOfView& fov, const float near, const float far) :
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projection::Camera<Mat4x4, ViewAngles>(position, viewAngles, viewPort, fov, near, far)
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{
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}
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void Camera::LookAt([[maybe_unused]] const Vector3<float>& target)
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{
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throw std::runtime_error("Not implemented");
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}
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Mat4x4 Camera::CalcViewMatrix() const
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{
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return unity_engine::CalcViewMatrix(m_viewAngles, m_origin);
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}
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Mat4x4 Camera::CalcProjectionMatrix() const
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{
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return CalcPerspectiveProjectionMatrix(m_fieldOfView.AsDegrees(), m_viewPort.AspectRatio(), m_nearPlaneDistance,
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m_farPlaneDistance);
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}
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} // namespace omath::unity_engine
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45
source/engines/unity_engine/formulas.cpp
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45
source/engines/unity_engine/formulas.cpp
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//
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// Created by Vlad on 3/22/2025.
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//
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#include "omath/engines/unity_engine/formulas.hpp"
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namespace omath::unity_engine
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{
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Vector3<float> unity_engine::ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Vector3<float> UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
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{
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return MatCameraView<float, MatStoreType::ROW_MAJOR>(ForwardVector(angles), RightVector(angles),
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UpVector(angles), cam_origin);
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}
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Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / (fovHalfTan), 0, 0},
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{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, 1, 0},
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};
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}
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} // namespace omath::unity_engine
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